The tools you developed for Fate - what would you estimate the difficulty would be in porting them to a more Win32-friendly state?

Fairly minimal difficulty. They should already be endian-clean and just need a slightly more portable method of reading in directory trees to compile on Windows as-is. I'd have done it already if I had an appropriate compiler set up. If there's any serious interest, I'll make sure it happens, but the trial edition has like 200K of script files (say the word if anyone wants to look at them), so it's not exactly a casual undertaking to translate it.

Fairly minimal difficulty. They should already be endian-clean and just need a slightly more portable method of reading in directory trees to compile on Windows as-is. I'd have done it already if I had an appropriate compiler set up. If there's any serious interest, I'll make sure it happens, but the trial edition has like 200K of script files (say the word if anyone wants to look at them), so it's not exactly a casual undertaking to translate it.

The reason is not so much for the Ataraxia trial edition specifically (heaven knows I've got enough backlogged projects as it is withOUT the need to add another one - much less Nasu Kinoko) but just for a general KAG3 unpacking tool that I'm really interested in the portability of the tools you guys used for Fate. I might tinker around with it on my own, after Zalas' report - assuming I can find a little bit of this mysterious thing called 'time'...